I'm Josh Sutphin, the founder of Kickbomb Entertainment. I’ve made it my mission to create satisfying indie games according to a clearly-defined set of design values. I'm currently working on a mouse-driven side-scrolling shooter called Legacy of the Elder Star, due out on Steam in April.

Before founding Kickbomb, I was the lead designer at LightBox Interactive, creators of the 2012 PS3 shooter Starhawk, and before that I was a designer on Incognito Entertainment's award-winning PS3 shooter Warhawk. I also created the Ludum Dare-winning RTS/tower-defense hybrid Fail-Deadly, and I'm a co-founder of the Utah Games Guild, an organization dedicated to growing and supporting the Utah indie game dev community.

"Satisfying, best-in-class game feel" is now a key, driving principle of my own studio, Third Helix. And this is exactly what you need: a clear, concise statement of what you stand for that will guide your business for (hopefully) many years to come.

As the stores increased in size so inversely the exposure a game would get decreased. This is why How do I make a good game started to be replaced with how do I get my game discovered . r n r nExactly how I ve felt about Gamasutra articles for ...

This is a really good article. As a designer I 'm personally obsessed with these kinds of feel-y details, so I 'll admit I read this with a very critical eye... but for each solution you presented I found myself nodding along, saying yup, that 's exactly right . I ...

It 's a shame you haven 't gotten more comments on this and earlier articles in the series, because this project sounds fascinating. r n r nI don 't suppose you have, or could post, a video demonstration at some point It 's interesting to read about but I 'd ...

It sounds like you had some problems with git Unity that could have been avoided with the correct initial setup. I can 't say for certain since I don 't have all the details - just the summary in your post - but that 's my first guess, especially since ...

On paper, I 'd be inclined to agree with you. But in practice, having spent several years of my life working in an environment in which every one of my design decisions was questioned, second-guessed, and debated to the point of absurdity, I 'm gonna have to side with the ...